Did you know that Khronos is quite active on Discord? Whether you have a question about any Khronos APIs, our communities can help answer.
Slang Discord: https://t.co/7BfnfZncd0
Vulkan Discord: https://t.co/8uhKA8TSNB
Khronos Discord : https://t.co/P6DNNOxIO4
#slang#vulkan
Last month, the Khronos Group participated in SIGGRAPH Asia. The slides and recordings from those sessions are now available on our webpage: https://t.co/073QJwazGD
#glTF#OpenXR#spatial#machinelearning#AI
There are currently two Request for Proposals open for OpenXR on our website at: https://t.co/IG87H62DSo. One is for specification support and the other is for CTS maintenance.
Closing date for both is November 30th
#openxr#RFP#CTS#Specification
We are pleased to announce the release of the Best Practices Validation Layer. It addresses a critical need in XR development: catching suboptimal API usage patterns that can lead to inconsistent behavior across different OpenXR runtimes.
Learn more: https://t.co/KsNxBq6rBZ
#XR
There are currently two Request for Proposals open for OpenXR on our website at: https://t.co/IG87H62DSo. One is for specification support and the other is for CTS maintenance.
Closing date for both is November 30th
#openxr#RFP#CTS#Specification
Check out Godot's new update on their OpenXR integration project announcing major OpenXR features that are now production ready!
https://t.co/6kQuYiDiyQ
#openxr#godot#game#engine#spatial#anchors#android
Demo of @UnrealEngine 5.6 with @OpenXR, I have implemented `XR_EXT_hand_interaction` to grab Aim, Pinch, Poke and Grip/Grasp poses without requiring any vendor-specific plugins or modules.
All encapsulated within an single Plugin, purely using OpenXR.
This is paired with a Physics Asset with associated colliders and constraints, controlled by a Physics Control Asset to enable physics interaction with realistic blocking/environment interaction.
No grab mechanics in here, purely relying on friction and collision.
Currently running on Quest 3 via Link, but also working over Steam Link directly with hand tracking data passed through. Should support any runtime that provides the hand interaction extensions.
At SIGGRAPH last month, OpenXR Working Group Vice Chair, Denny Rönngren gave an overview of OpenXR with all the latest updates from the group on the advancement of the specification.
Video is now available: https://t.co/w9TDkukAIF
#openxr
Wrote a small piece on the new @thekhronosgroup OpenXR generic controller profile I'm excited for and an old story how I once wrote sexist motion controls.
#xr#openxr
https://t.co/mkxF0XThwx
PICO Collaborates with Blender Foundation to Advance 3D Creation for OpenXR
Find out more in our newsroom!
https://t.co/OLGSFadF2U
#PICO4ULTRA#Blender#OpenXR
Somnium VR1 is not made just for games. It saves real lives ❤️
Many people do not know nor realize that our @SomniumSpace#VR1 headset is not only used for games but also for serious training purposes thanks to its high quality Mixed Reality and incredibly capable native OpenXR & SteamVR software suite allowing to create complex training scenarios.
In this video you can see a first responders training simulation after a car crash.
VR1 is using its real-time masking functionality + ability to quickly switch between MR and VR view with programmatic physical buttons. Additionally our advanced eye-tracking is measuring a heat-map for realtime and post event analysis of the operator attention.
The Khronos Group has issued an RFP for Part 1 of OpenXR validation layer enhancements. All submissions are due September 30th.
Learn more: https://t.co/7rwRaibrFp
#requestforproposal#OpenXR#validation
🌐 @OpenXR & AndroidXR are reshaping the future of spatial computing
Big moves in the XR world as the Khronos Group rolls out new Spatial Entities Extensions for OpenXR - right as @Google’s AndroidXR begins to gain serious traction.
🟣 Developers now get cross-platform support for spatial anchors, persistent virtual content, and precise tracking
🟣 @PICOXR and ByteDance are among the first to roll out runtime support
🟣 Google’s Moohan headset - its first AndroidXR device - is coming later this year
Meanwhile, Shahram Izadi of AndroidXR says the goal is clear: “From headsets to glasses and everything in between… there’s not a one size fits all for XR.”
The XR race is on - and interoperability just got a serious boost.
Get the scoop 🔗 https://t.co/zyIJsVn5eZ | #OpenXR #AndroidXR #SpatialComputing
📢BREAKING: Today @ AWE 2025, @LunarGInc demonstrates initial support for @OpenXR in its popular developer tool, GFXReconstruct. Watch the video to learn more! Press release👉https://t.co/5a7ddd0FLX😎
🚀 The first open standard for spatial computing is here! The new @OpenXR Spatial Entities Extensions deliver cross-platform, cross-session support for plane detection, marker tracking, and spatial anchors.
👉 https://t.co/Sf9PJreqTx
#OpenXR#SpatialComputing#XR#AR#AWE2025
Check out the new OpenXR spatial entities extensions! The groundbreaking set of #OpenXR extensions enable consistent cross-platform support for plane and marker detection and tracking, precise #spatial anchors, and cross-session persistence.
Learn more: https://t.co/wtUDXLungY
XR Expo kicks off next week in Stuttgart, Germany, and we're excited to be participating. Frédéric Plourde will be giving OpenXR core specification updates and a talk on platform interoperability. Be sure to catch him on May 9th!
Learn more: https://t.co/mB49c5yHsH